Developers posts on forum
In this section you'll find posts from the official developers forum. The base is updated every hour and stored on a server wot-news.com. If you encounter any bugs, have suggestions or comments, write to info@wot-news.com
Subject: Arty turning blue
Link on message: #12840741
cavalry11, on May 28 2021 - 06:42, said: Most of the time when arty hits teammates it the the person getting
hits fault because you can mark where you are shooting and the stat
padders will rush in close to get points so they get hit it is
there own fault and should not affect arty trying to help team.
Link on message: #12840741

churchill50: Yes, since obviously if you mark where you're shooting you
have exclusive access to that area and anyone going there is just
trying to steal your damage.It's also quite obvious that there is
absolutely no reason ever to facehug an enemy while brawling with
them. Doing so is just plain stupid. For those who didn't
catch it, and especially the person I quoted, /s.
Subject: Why dont XVM Users ever admit they are part of the Bad?
Link on message: #12840702
Link on message: #12840702
Elias_K_Grodin: Heyo Platoon, Just out of curiosity and for my own personal
knowledge, how do you use XVM mostly and how are you using to
improve your experience playing WoT? "Good ideas are not
adopted automatically. They must be driven into practice with
courageous impatience." - Hyman G. Rickover, United States Navy
Subject: Why dont XVM Users ever admit they are part of the Bad?
Link on message: #12840702
Link on message: #12840702
Hey_man_Gneis_shot: Heyo Platoon, Just out of curiosity and for my own personal
knowledge, how do you use XVM mostly and how are you using to
improve your experience playing WoT? "Good ideas are not
adopted automatically. They must be driven into practice with
courageous impatience." - Hyman G. Rickover, United States Navy
Subject: Arty turning blue
Link on message: #12840692
Kliphie_Reborn, on May 28 2021 - 09:55, said: I hate to only have "trust me" level of evidence, but there
was a post or stream comment by a WGNA rep a while back saying that
it was possible to be sanctioned even if they were blue.
Back on topic, I'm glad they've lowered the requirement for turning
blue for stunning friendlies. About a year ago I had a
friendly BC atry shoot me 14 times for daring to say team-dependent
classes shouldn't whine about the quality of their teams.
They never turned. Totally unrelated, here's a replay from
1.7.1 WoTReplays —
Main
RHeadshot, on May 28 2021 - 09:57, said: The rule is: Don't shoot your team.
It doesn't specify what color cause it doesn't have to.
The automated TK system doesn't penalize players for shooting Blue tanks, but it does not mean that anyone can shoot a Blue tank is immune from getting reported.
A tank turning Blue is for the Violator to know that if they continue their behavior of damaging friendly tanks; that they are close to receiving an automatic TK ban by our system.
Some Information on the rules from the EULA. I included rule 8.03 that Support is always open to feedback.
KRZYBooP #138
Posted Mar 08 2019 - 23:28
Community Coordinator
Link on message: #12840692

_BobaFett:

It doesn't specify what color cause it doesn't have to.
The automated TK system doesn't penalize players for shooting Blue tanks, but it does not mean that anyone can shoot a Blue tank is immune from getting reported.
A tank turning Blue is for the Violator to know that if they continue their behavior of damaging friendly tanks; that they are close to receiving an automatic TK ban by our system.
Some Information on the rules from the EULA. I included rule 8.03 that Support is always open to feedback.
KRZYBooP #138
Posted Mar 08 2019 - 23:28
Community Coordinator
_BobaFett: Hmm, odd.
Subject: FRONTLINE tier 6 and tier X
Link on message: #12840680
Link on message: #12840680
_BobaFett: Tier 6 would FL would not be a bad idea at all.
Subject: Garage tank name colors
Link on message: #12840676
Link on message: #12840676
_BobaFett: A gold text for premiums is all I I'd want, but other colors for
other types if tanks would be nice too.
Subject: Arty turning blue
Link on message: #12840674
dunniteowl, on May 28 2021 - 09:39, said: Actually you CAN be reported for doing that and you WILL get
sanctioned. TKng is still a No-no. There CAN be
reprisals. Additionally, why would anyone purposely remove a
gun from their team? You'd have to be a RealSomething to
purposely drop your win chance in a game and to be a NON-team
player. Then again, coming from the guy who said it?
Not surprised. Definitely a RealSomething.
OvO
Link on message: #12840674

_BobaFett: You cannot. If a teammate has turned blue, there are no
repercussions for killing them. This has been a thing even
before team damage was removed.
_BobaFett
★ Patch 1.13 - A List of Buffs / Nerfs to Tanks [NOT Arty or HE Changes] ★
28.05.2021 17:17:56
Subject: ★ Patch 1.13 - A List of Buffs / Nerfs to Tanks [NOT Arty or HE Changes] ★
Link on message: #12840658
Link on message: #12840658
_BobaFett: Good work! 

Subject: Arty turning blue
Link on message: #12840618
BlazinTroy, on May 28 2021 - 08:09, said:
Haha you can do this? Without risk of reprisal from wargaming? And how without team damage?
Link on message: #12840618

Haha you can do this? Without risk of reprisal from wargaming? And how without team damage?
_BobaFett: You can teamkill a blue teammate (arty or
otherwise) without penalty. Team damage gets enabled only for
them.
Subject: Maus becoming more OP with Bounty Hardening 1.13
Link on message: #12840490
RHeadshot, on May 28 2021 - 04:26, said: Maus has a weak gun for tier 10. The only german tier 10 with
worse pen is the freakin light.
Link on message: #12840490

Draschel: The gun it has is fine. It has more DPM, better gun
handling than Pz K VII. E100 was just significantly buffed, so we
will leave that out. If IS7 is a benchmark for a tier X gun, Maus
has it better.
Subject: SA Server Ace Rigging Pushing up Requirements or Glitch?
Link on message: #12840485
TastyPastry, on May 26 2021 - 14:13, said: Marking tanks or obtaining mastery badges is an achievement, and
players artificially inflating the requirements for these
achievements by violating the ToS should be punished.
Link on message: #12840485

Draschel: But is playing on SA server, to do something a person is
incapable of doing on NA because there aren't any bots, a violation
of terms? But back to Neato's comment, and your response - I
completely agree. Some people work for their marks, their
statistical achievements, their total PR. They work, so much so,
that they do it consistently against 15 playing individuals. Not
2-3 playing individuals, with 1 probably without a clue using a 75%
crew and non-elite vehicles, and the rest filler as bots to
farm. And it is this farming, that is the issue. Someone not
working for their PR, their stats, their achievements but acquiring
them anyway What bothers me too, is that people act normal
doing this crap. They talk like they are the next Jesus, they
understand every flipping thing there is to know, and we even have
CCs endorsing, participating in this? Holy moly. Oh, the humanity.
I haven't seen people inflate their PR, till this crap became a
thing. Now its easy.
Subject: T95 Chieftain moved to Tier-VIII?
Link on message: #12840423
GeneralButtBuster, on May 27 2021 - 23:41, said: the tier 8 one is a bit less threatening than a stock
centurion 1. It needed a buff, badly.
Link on message: #12840423

Draschel: It is going to suck still, even after the buffs. T95E2 is
even more of a joke
Subject: game is balanced and fair until tier 7
Link on message: #12840395
TheJeep1, on May 20 2021 - 08:12, said: Every single tank in this game has players that are good
with them.
Link on message: #12840395

Draschel: It is just that there are alot of really great tanks, that do
not need good players, to be good.And there are alot of really bad
tanks, that require a good player in it, in order to scrape away as
good. By the way, thread poster, tier 6 is awfully
balanced, amongst a trifecta of 3 tanks and 1 artyIt is no more
balanced than tier 8 I would say. I actually think even
less.
Subject: Maus becoming more OP with Bounty Hardening 1.13
Link on message: #12840392
RHeadshot, on May 28 2021 - 02:10, said: Maus will never be OP with that gun
Link on message: #12840392

Draschel: Funny you say that. Maus was OP. With it's gunIs it now
ridiculous? No. Has it ever been? Yes.Maus has a good gun. The tank
isn't bad, because of its gun
Subject: FV 4005 Buff Required
Link on message: #12840391
Leoflyer02, on May 26 2021 - 23:40, said: Unless you are way-way-way in the back, you'll need to get exposed
to take a shot. Then it'll take upwards of 8 seconds to aim.
Anything less, and you'll miss our bounce. Backing up will take
several seconds more as well. Nearly any tier X tank you face will
be able to reload and shoot back, doing about 700-800 of damage to
you per shot. But a 4005 takes from 25-28 seconds to reload, so
your opposing tank will easily reload several times and kill you.
Unless you have lots of other tanks for protection, a 4005 is only
good for two or three shots at detection range (which is pretty
much everywhere on the field). Notice that of five nearly identical
4005s, only a couple managed to get off a third shot before death
arrived
Link on message: #12840391

Draschel: Watch Skill4ltu. He creaks down alot of plays, knowledge,
awareness, map spots required for using FV4005 and 183.1- He does
expose himself to shoot, but do so as the ambusher, on his terms,
and often does damage for free. 2- He rarely sits in the back,
but actually often is close to the front, really getting
involved 3- Play with some sense, point in the right
direction, make preparations - a shot won't need 8 seconds. It
won't even need 44- Unless you have encountered a TD, E100 or 60TP,
an auto loader.....what are you running into that does
700+? FV4005 is an unique vehicle, no doubt. It has a low
skill floor, because of HE ammunition that always deals stinging
damage and doesn't require a whole lot of aiming. It counters side
scrape tanks like 705A, Type 5, E100....and will leave them fuming
mad even if you just shot their track belts for 300-500 damage.
Whereas some players can struggle with TD that rely on AP or HEAT
for penetrations and actual damage, with HE FV does the whole KV2
and oi thing. But being unique, it also has a high skill ceiling,
because you need to know weakspots for HESH penetrations, when to
use AP vs HESH.....instead of just being an HE spammer, you
need to know positioning and awareness because it has no camo and
poor reverse speed, it has extremely bad aim-time and dispersion
values necessitating pre-shot prep, and the tank has no armor to
rely on like FV183 or 110E4.
Subject: Why do Some Argue Against Skill Based MM?
Link on message: #12840375
SimplyPzB2, on May 28 2021 - 00:14, said: Dead wrong. sbmm only sees 'reds' , not 'higher reds'.
And again, sbmm will NOT generate 'perfect' balance. - you
are sad... - - Mr. 10k is a purple with 14 red teammates. Mr. 2k is
a red with 13 red teammates + 1 purple. - That is 1 purple/14 reds
on each team. Fair and balanced. - What math are you talking
about? - Oh wait, are you trying to SEPARATE Mr.10k from his team -
AND JUST COMPARE TEAMMATES???!!! Ha ha ha
ha... oh man, that's pathetic.... - Maybe that's what
DC has been trying to do also. Also pathetic. -
Link on message: #12840375

DeviouslyCursed: What's pathetic is it took you this long to get it. We've
been extremely clear the entire time. And that's not just one
battle, that's over and over and over and over again. Mr 10K gets
screwed with worse teammates, and Mr 2K gets handed better
teammates. All so that you can imagine you're having more fun even
though landslides still happen, and baddies still throw.
Subject: Why do Some Argue Against Skill Based MM?
Link on message: #12840344
SimplyPzB2, on May 28 2021 - 00:14, said: Dead wrong. sbmm only sees 'reds' , not 'higher reds'.
And again, sbmm will NOT generate 'perfect' balance. - you
are sad...
Link on message: #12840344

DeviouslyCursed: SBMM will see whatever metric is it looking for: WTR, WN8,
WR, etc. The category 'red' is irrelevant to it. So if one red is
2K WTR, and another is 1K WTR, it will not see them the same, and
will put more of the lower WTR reds onto the purple player's team
to balance. Since we are comparing 10K vs 2K, the SBMM will move
approximately 8K difference worth of extra WTR to the 2K person's
team. In other words, if all 28 reds that need to be assigned
were 14 2K players and 14 1K players, the 10K guy would get 11 1k
and 3 2K, and the 2K player would get 3 1K and 11 2K. Each
team ends with 27K total WTR. 10K's teammates = 17K WTR2K's
teammates = 25K WTR 10K's teammates < 2K's teammatesYes,
even if they are all red.
Subject: Maus becoming more OP with Bounty Hardening 1.13
Link on message: #12840331
Link on message: #12840331
_BobaFett: Dang, even more options for bond equipment to put on my O-I. Thanks
WG.
Subject: [Supertest] TNH 105 SLASH 1000
Link on message: #12840287
Link on message: #12840287
MA77: ¡Saludos, comandantes! El TNH 105/1000, un tanque pesado
checoslovaco de nivel VIII, está llegando al
Supertest.
Este vehículo permite
utilizar uno de dos cañones: uno con autocargador y uno sin
autocargador. Tanto los valores de penetración de los proyectiles
(224 mm para la AP estándar y 252 para la APCR especial) como el
daño por disparo (320) son iguales para ambos cañones. Respecto de
los demás valores, el cañón cíclico recarga en 10 segundos, apunta
en 2,3 segundos y cuenta con una puntería de 0,35, mientras que el
cañón con autocargador recarga por completo en 23 segundos (la
recarga es entre cada proyectil es de 2,5 segundos), apunta en 2,7
segundos y cuenta con una puntería de 0,4. El blindaje del
vehículo alcanza los 230 mm de grosor en el frente de la torreta,
que a su vez está protegida por unas pantallas adicionales de 40 mm
de espesor. La durabilidad del vehículo alcanza los 1500 puntos de
vida. En lo que a la movilidad refiere, el vehículo alcanza los 50
km/h con una potencia específica de 15,6 CV/t. El TNH 105/1000
mantiene todas las características de los tanques pesados
checoslovacos: dos cañones diferentes, dos estilos de juego
diferentes. Por lo demás, el vehículo representa bien a su clase:
relativamente móvil y bien protegido. Como siempre, recuerden
que todos los valores están sujetos a cambios de acuerdo a los
resultados de las pruebas. ¡Dejen sus opiniones! ¡Mucha suerte
en el campo de batalla!

Subject: My answewr to whiners..............
Link on message: #12840278
Link on message: #12840278
Jaguarz: absolute bull****, that shot hit the cupola cleanly and didnt do
any damage!!!!
Subject: Why do Some Argue Against Skill Based MM?
Link on message: #12840269
SimplyPzB2, on May 27 2021 - 22:34, said:
You obvioulsy don't. I've clearly shown that sbmm doesn't 'always' give a good player worse teamates. And as a bonus, I've shown that sbmm always gives a good player a team that is roughly equal to the enemy team.
Link on message: #12840269

You obvioulsy don't. I've clearly shown that sbmm doesn't 'always' give a good player worse teamates. And as a bonus, I've shown that sbmm always gives a good player a team that is roughly equal to the enemy team.
DeviouslyCursed: You showed that SBMM doesn't give worse teammates when it
doesn't balance the teams. And when it did balance the teams, it
gave worse teammates to the good player, but of course you switched
to 'team' to try and hide that fact. Once again, do you
understand 'team' and 'teammate.' I think you do, you just aren't
mature enough to admit a point the opposition is
making. (Also, your example of same teammates with 14 reds per
side is not valid unless all the reds were exactly the same.
Because if they were not, all the higher reds are going to be
on the 2K guy's side, once again the SBMM would give the 10K worse
teammates. It's just in that case you'd have 'bad' teammates and
'really bad' teammates, with the 10K getting the 'really bad' set)
Subject: Why do Some Argue Against Skill Based MM?
Link on message: #12840265
SimplyPzB2, on May 27 2021 - 22:30, said: skill
team 1
team 2
Mr.10k Mr. 2k
purple
0
1
red
14
13 This was the team sbmm gave Mr. 10k. Please tell us
how both teams having 14 reds is Mr.10k geting 'worse'
teamates'??? He has the exact same teamates as the
enemy purple. Fair.
Link on message: #12840265

DeviouslyCursed: Do you understand the difference between team and teammate?
Subject: Why do Some Argue Against Skill Based MM?
Link on message: #12840261
SimplyPzB2, on May 27 2021 - 21:54, said: Now lets say 1 more purple player and 1 less red player had been
chosen. There are two options. Option 1 : unbalanced -
will be what selected 40% of the time under random mm, but never
under sbmm: This battle is inherently unfair to all players,
as it has put both good players on one team, thus ensuring team 1
is bored, while team 2 gets sealclubbed.
skill
team 1
team 2
Mr.10k Mr. 2k
purple
1
0
red
13
14 Option 2 : Balanced - will be what selected 60% of the
time under random mm, but 100% of the time under sbmm: This
battle is inherently fair to all players because the playing field
is level at the start of the battle. Both teams have an equal
chance to win.
skill
team 1
team 2
Mr.10k Mr. 2k
purple
0
1
red
14
13 - Sidenote: you keep saying that Mr.10k will ALWAYS have
the worse team. Look at Option 2. His team is NOT
worse. It's dead equal. And under real world teams,
where there is a mix of colors, quite often Mr.10k will get
the ever so slightly better team (but never a very better team)...
- simplton...
NeatoMan, on May 27 2021 - 18:37, said: Don't use numbers with him. He always gets it wrong
Link on message: #12840261

DeviouslyCursed: SimpleSimple once again has to shift to 'team' instead of
'teammates' to try to deny SBMM MUST give the 10K worse teammates
to balance the match. But he literally did exactly what I said SBMM
does. He literally just proved me right. Then calls me a
simpleton because he can't see it.

DeviouslyCursed:
He has problems with a lot more than just numbers...
He has problems with a lot more than just numbers...
Subject: Crystal challenge not possible with all these blowouts
Link on message: #12840235
Link on message: #12840235
Elias_K_Grodin: Hey Platoon, The Crystal Challenge to get the KampfPanzer 07
RH was designed to not be easy otherwise it would be called a
challenge. Even if you're not able to obtain it through
completing all of the stages, you can get it a discount depending
on which stage you have gotten up to. Get the scoop on the
details here on how to get your hands on the prize tank!https://worldoftanks...challenge-0521/
Subject: Crystal challenge not possible with all these blowouts
Link on message: #12840235
Link on message: #12840235
Hey_man_Gneis_shot: Hey Platoon, The Crystal Challenge to get the KampfPanzer 07
RH was designed to not be easy otherwise it would be called a
challenge. Even if you're not able to obtain it through
completing all of the stages, you can get it a discount depending
on which stage you have gotten up to. Get the scoop on the
details here on how to get your hands on the prize tank!https://worldoftanks...challenge-0521/
Subject: Kelly's Heroes Update: Amazon Acquires MGM
Link on message: #12840227
Link on message: #12840227
Elias_K_Grodin: via Gfycat
Subject: Kelly's Heroes Update: Amazon Acquires MGM
Link on message: #12840227
Link on message: #12840227
Hey_man_Gneis_shot: via Gfycat
Subject: Where is my team going, or, where the H*** am I going?
Link on message: #12840221
Link on message: #12840221
Elias_K_Grodin: I think it would depend on the battle mode and the map. Some
maps are better for digging in and taking a defensive position,
example Mountain Pass. You COULD yolo on the under-strengthed
flank but you will likely confront multiple OPFOR tanks and they
overwhelm your position and proceed unimpeded towards what assets
are left behind at your cap circle. Should the team lemming on
one particular flank, I would tend to try and take up a defensive
position overlooking the other flank near the cap to defend it. At
least this way you can get some fire support from SPGs or perhaps a
TD to prevent the cap as long as possible or to allow the strong
side to push towards the enemy cap, especially if the OPFOR has
split their forces up. "Sometimes it takes more courage to get
up and run than to stay. You either just do it or you don't. I got
so scared the first day in combat I just decided to go along with
it." - Audie Murphy, United States Army
Subject: Where is my team going, or, where the H*** am I going?
Link on message: #12840221
Link on message: #12840221
Hey_man_Gneis_shot: I think it would depend on the battle mode and the map. Some
maps are better for digging in and taking a defensive position,
example Mountain Pass. You COULD yolo on the under-strengthed
flank but you will likely confront multiple OPFOR tanks and they
overwhelm your position and proceed unimpeded towards what assets
are left behind at your cap circle. Should the team lemming on
one particular flank, I would tend to try and take up a defensive
position overlooking the other flank near the cap to defend it. At
least this way you can get some fire support from SPGs or perhaps a
TD to prevent the cap as long as possible or to allow the strong
side to push towards the enemy cap, especially if the OPFOR has
split their forces up. "Sometimes it takes more courage to get
up and run than to stay. You either just do it or you don't. I got
so scared the first day in combat I just decided to go along with
it." - Audie Murphy, United States Army
Subject: The Devil's Patch Notes: 1.13
Link on message: #12840166
Link on message: #12840166
_BobaFett: I am more excited about the SPG changes. I quite liked them when I
played on the sandbox.
Subject: Incoming! Common Test 1.13 Rolls Out.
Link on message: #12840154
Link on message: #12840154
_BobaFett: Awesome. Love the SPG changes.
Subject: Incoming! Common Test 1.13 Rolls Out.
Link on message: #12840134
Link on message: #12840134
KRZYBooP: Howdy Boom Jockeys! Details about Common Test 1.13 can be
found in this Video. More information and details about
the changes can be found HERE.
Subject: PSA: Common Test 1.13 is updating!
Link on message: #12840116
Link on message: #12840116
DomoSapien: I watched a feature presentation on 1.13 yesterday and I can tell
ya it's gonna be a pretty big one. Lots of stuff coming in 1.13,
stay tuned!
Subject: General Consensus Kunze Panzer
Link on message: #12840105
Noivy, on May 27 2021 - 10:14, said: I like the thing. But its skill floor is insane. It's not
for people who aren't willing (or able) to read map situations and
know where to go and when to switch travel modes.
Link on message: #12840105

Jaguarz: this sums it up, it can do everything you could need it to
but you have to be able to work it to perform with it, its a tank
beyond most people but ignoring that its STILL comparable overall
to several t9 meds without even using its mode swap button.
Subject: Random Acts of Kindness
Link on message: #12840093
Link on message: #12840093
Jaguarz: I always remember getting caught out on Himmelsdorf getting
permatracked when someone drove up and body blocked for me to
repair and recover position.
Subject: Why do Some Argue Against Skill Based MM?
Link on message: #12840074
Link on message: #12840074
DeviouslyCursed: Team 1 vs Team
210K player 2K
player+
+14 teammates 14 teammates 76 Pages
and SimpleSimple still can't acknowledge one basic, obvious fact
about SBMM: ForTeam 1 =
Team 2 Because there is a disparity
here:10K player > 2K
player+
+There must be a disparity here:14 teammates < 14
teammates In other words:10K's teammates <� 2K's
teammates Otherwise the teams can't be equal. This
still applies even if they are on the same team:Team
1
= Team 210K
Player
15 players+13 teammates+2K player 2K's teammates = 13
teammates + 10K10K's teammates = 13 teammates + 2K 10K's
teammates <� 2K's teammates This also applies
if they aren't in the same battle, but facing a similar enemy
team. Team 10K vs
Team 210K player
15
Players+ 14
teammates 10Ks Teammates = enemy WTR total - 10K Team 2K
vs Team 22K player
15
Players+ 14
teammates 2K's teammates = enemy WTR total - 2K enemy WTR
total - 10K < enemy WTR total - 2K Once again, we have10Ks
Teammates <� 2K's teammates 10K gets his cold
food spit in, every timeAverage Player gets lukewarm food with
spotty silverware, every time2K gets hot food with pristine
silverware, every time
Subject: [ S T ] TNH 105/1000 enters the Supertest
Link on message: #12840030
Link on message: #12840030
KRZYBooP: Howdy Boom Jockeys!
The TNH 105/1000, a Tier
VIII Czechoslovakian heavy tank, is coming to the Supertest.This
vehicle allows you to switch between one of two available guns: one
with an autoloader and one without. The penetration values of both
guns are the same—the standard AP shell is capable of penetrating
as much as 224 mm of armor, and the special shell can penetrate 252
mm. Damage per shot is the same for both guns at 320 HP. The
cyclical gun reloads in 10 s with an aiming time of 2.3 s and an
accuracy of 0.35 m. As for the two-shell autoloader gun, it fully
reloads in 23 s, has a loading time between shells in a magazine of
2.5 s, with an aiming time of 2.7 s and an accuracy of 0.4 m. The
vehicle's frontal armor is as thick as 230 mm at the turret front,
which is further protected with 40 mm screens. The vehicle's
durability is 1,500 HP. In terms of mobility, the vehicle is quite
dynamic, with a specific power of 15.6 h.p./t. allowing it to build
up a top speed of 50 km/h. View range: 350 m.The TNH 105/1000 keeps
the features of the Czechoslovakian heavy tank branch that allows
the choice between two guns with different gameplay styles. As for
the rest, the vehicle is a typical representative of its vehicle
type—a moderately mobile and well-protected heavy tank.

Реклама | Adv